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The Atmosphaeres project aims to reduce sufferers’ stress and pain levels by using 360° video environments that are presented in a highly immersive Head-Mounted Display (HMD). Here we report first insights of our prototype combination of the 360° video environments and the Oculus Rift, the HMD used for our project. We find that our ‘Atmosphaeres’ are capable of truly transporting the user to another, virtually created location, however, there were a number of restrictions with the first system, including image quality and nausea which we hope to eliminate with the system we present in this paper. There are also a number of research questions that need to be considered for the use of the Atmosphaeres in stress and pain management or for general relaxation purposes. These questions include whether 360° video environments are capable of reducing stress and experienced pain and whether changes to the Oculus Rift DK2 do in fact reduce the nausea that was often caused by the DK1. Sound is another important yet often under-considered factor in many Virtual Reality applications and questions we seek to answer revolve around how the quality and type of audio contribute to users’ feeling of presence and ultimately their stress and pain levels.
In this paper, we describe an approach to academic teaching in computer science using storytelling as a means to investigate to hypermedia and virtual reality topics. Indications are shown that narrative activity within the context of a Hypermedia Novel related to educational content can enhance motivation for self-conducted learning and in parallel lead to an edutainment system of its own. In contrast to existing approaches the Hypermedia Novel environment allows an iterative approach to the narrative content, thereby integrating story authoring and story reception not only in the beginning but at any time. The narrative practice and background research as well as the resulting product can supplement lecture material with comparable success to traditional academic teaching approaches. On top of this there is the added value of soft skill training and a gain of expert knowledge in areas of personal background research.
In this paper, we describe an approach to use storytelling in academic teaching as a means for background research to hypermedia and virtual reality topics in computer science. Interactivity within this context means selective authoring rather than immersive interaction. In contrast to existing approaches a Hypermedia Novel environment allows an iterative approach to the narrative content, thereby integrating story authoring and story reception at any time. The narrative practice and background research as well as the resulting product can supplement lecture material with comparable success to traditional academic teaching approaches. In addition there is the added value of soft skill training and a gain of expert knowledge in areas of personal background research.
The Virtual Memory Palace
(2006)
The intention of the Virtual Memory Palace is to help people memorize information by addressing their visual memory. The concept is based on the “Memory Palace” as an ancient Greek memorization technique, where symbols are placed in a certain way within an imaginative building in order to remember the original information whenever the mind goes through the vision of this building again. The goal of this work was to create such a Memory Palace in a virtual environment, so it requires less creative effort of the contemporary learner than was necessary in ancient Greece. The Virtual Memory Palace offers the possibility to freely explore a virtual 3d architectural model and to place icons at various locations within this model. Specific behaviors were assigned to these locations to make them more memorable. To test the benefit of this concept, an experiment with 15 subjects was conducted. The results show a higher remembrance rate of items learned in the Virtual Memory Palace compared to a wordlist. The observations made during the test showed that most of the subjects enjoyed the memorization environment and were astonished how well the Virtual Memory Palace worked for them.